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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: NVIDIA GeForce RTX 3060 | RAM: 3.191 GB Title: SAS spins vessel when controlling from a docking port Severity: Medium Frequency: High, It used to not happen but now it suddenly is consistently. Description: I've been trying to make space stations, and it was working fine. Now, when I am trying to dock, setting my control to anything but a specific probe core causes SAS to spin uncontrollably. Included Attachments: KerbalSpaceProgram22024-01-1115-18-09.mp4 quicksave_357.json
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux (Kubuntu 22.04) | CPU: Ryzen 7 | GPU: Nvidia RTX 3060 | RAM: 64 Gb Either the eeloo mission does not complete when entering it's sphere of influence, or it's not mentioned that you need to have a kerbal on board. I tried sending a probe to get some science, but the mission didn't complete. I collected data high above Eeloo and in low Eeloo orbit
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro Insider Preview 10.0.23451 64-bit | CPU: AMD Ryzen 7 3800X 8-Core Processor (16) | GPU: AMD Radeon RX 6950 XT (16338MB) | RAM: 32678 After building a craft for about 20 minutes, the symmetry options no longer work (limited to 1x symmetry only) - despite working great beforehand. Included Attachments: KSP2SymmetryBug.mp4 Explorer2.json VABSymmetryBug_logs.zip
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb After splashdown there's water inside the capsule, probably not very good for the electronics. Included Attachments:
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Possible cause: Targeting the docking port (when close), then, from map view, untargeting the other vessel and targeting it back. Or something around that, looks like the game treated both targets separately, as there was 5 meters difference in closest approach, roughly the distance from the target CoM to the docking port. Included Attachments:
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 Pro | CPU: Intel i7-7700K | GPU: Nvidia GTX 1080 Ti | RAM: 32Gb The time to apoapsis and time to periapsis differ only a few seconds from each other, despite they should be quite different. Before passing the apoapsis both were in 3 min+ (I'd assume the time to periapsis). Afterwards they went to a few seconds (see screenshot) Included Attachments: .ipsImage { width: 900px !important; }
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 4800H with Radeon Graphics 2.90 GHz | GPU: Nvidia GeForce RTX 2060 | RAM: 16 GB The mission description for the for "The Perfect Circle" says that it has been "Brought To You By!" Light Year Tire Company, however the mission has nothing to do with that company. It should be proposed by Kerbal Space Center (since it's their legal department that's asking for help) or by Periapsis Rocket Supplies, since they're the ones who want us to prove that we can make a perfect circle.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Steps to reproduce: have a vessel with low-Kerbin Orbit go to Map view add maneuver node near Kerbin select node and right-click it to enter menu where you could delete it from Map view rotate so that maneuver node is below Kerbin and that you look on-top of the Orbit plane see screenshot and look for the "move" icon above maneuver node Expected behaviour: have the gizmo icons draw ABOVE any celestial bodies Included Attachments:
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Phenom(tm) II X6 1055T Processor 2.80 GHz | GPU: NVIDIA GeForce RTX 2070 SUPER | RAM: 24.0 GB Expected behavior: The "Better Signal" mission would complete as soon as the probe achieves a stable orbit around Jool. Actual behavior: The mission is marked as complete as soon as the probe achieves a collision course with Jool. Steps to reproduce: Send a probe meeting the criteria for the "Better Signal" mission to Jool Enter Jool's SOI with the probe. Maneuver into a collision course with Jool. (The mission completes at this point.) Included Attachments:
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Intel Core i7 9700 | GPU: Nvidia RTX 2060 Plus with 12GBVRAM | RAM: 24 GB RAM The Orbital Survey done with the Starlab is showing the wrong text when done over the "ice sheet" regions. Instead of saying something like "this is a good place to land", like it did when surveying the Mun's mares, it is saying the mapping was done from far away. Included Attachments:
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB The retractable ladders always produce their full drag (as if they are deployed) even when they are retracted. This drag amount is also quite extreme, preventing craft from flying straight in without significant gimballing or reaction wheels. This definitely should not be the case for retracted ladders. Launch the top part of this craft (above the final docking port) to see what I mean. Included Attachments: LaytheLander.json
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: NVIDIA GeForce RTX 2060 | RAM: 32 GB Severity: low Frequency: high Description: When changing the Deploy Type of a already built fairing (e.g. from ClamshellX4 to ClamshellX3) the fairing doesn't update in the Construction view in the VAB. Workaround: Change the Deploy Type, Save the Ship and reload it or merge another workspace with this one. The correct Deploy Type will be visible afterwards. Included Attachments:
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce RTX 2060 | RAM: 16.0 GB (15.8 GB usable) Faint grid lines visible on the surface of Duna from both tracking station and map view. In Game Graphics Quality Preset: Medium Steps to replicate: 1: Open map view or the tracking station 2: Locate Duna 3: Focus view on Duna Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 5900 | GPU: ROG Strix 3080 | RAM: 16 GB I have been able to replicate this with relative ease. To do the infinite propellant glitch you start with throttle all the way up, then start to lower it with “ctrl”. Before you’ve hit zero you go into time warp while still holding “ctrl”, then when your throttle is zero you will stop loosing propellent but you will continue to game velocity. I’m guessing this is because you shouldn’t be able to change the throttle while in time warp but it doesn’t know if you started changing throttle before time warp?
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: R7 3800X 4300MHz | GPU: RX6600 2500MHz | RAM: GSkill 2x16GB 3000MHz Loading into VAB starts fine, but after a while sound becomes static, also making other computer audio cut in and out. Seems to mostly be tied to how many parts are in scene / how much audio gets played in the VAB. Muting the game through Windows Volume Mixer does NOT fix the popping. Latest update: Sound seemed fixed at first, but after a bunch of reverts to VAB popping has returned and persists now whenever in VAB. Included Attachments: 2023-08-2311-55-09.mp4
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Pretty simple, the default ALT+X hotkey to reset your trim while in flight also cuts your engines due to the X button also being the cut engine button, this doesn't impact gameplay too badly since you can just immediately hit Z to bring your engines back online but it's still rather annoying to deal with.
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-6600K | GPU: RX 6700 XT | RAM: 16GB In the German version of the mission briefing for the first primary mission to Minmus, Keri says that I should send a probe with an antenna into an orbit around Kerbin, while the mission decription itself says it should be in an orbit around Minmus. Included Attachments:
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Tested only on 2x3 retractable panels but I'm sure it happens with other parts. Possibly not only exclusive to solar panels? Repro steps? Install panels on a ship, launch, open/close when the animation is playing. Included Attachments: ksp2_x64.exe2023_12.24-18_29_19_02_DVR.mp4
  19. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 9 3900x | GPU: RX5700XT | RAM: 32GB 3600MHz CL16 I noticed that after the patch some Icons are not scaling correctly anymore, as can be seen in the screenshot. I did not do anything special, I just opened the map and the saw the Icon like this Included Attachments: .ipsImage { width: 900px !important; }
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i5-13600KF | GPU: RTX 4070 | RAM: 32GB Hey! Something that's breaking my joy of playing KSP2 is the fact that I'm forced to play the game with a keyboard configuration that I don't like. So keybinds are not editable and always active, such as (but probably not limited to) in-flight camera translation bound to the arrow keys, in-flight camera reset bound to Home (rebindable in VAB but to flight, why?), and possibly many more that I didn't take time to investigate. Please fix this, KSP1 didn't have this issue, I'm still blown away that this is the case here. Love you guys!
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB RAM Frequency: High (Happens all the time.) Severity: Med (Resources transfer not working as expected) Description: Expected Behaviour: Ablator is untransferable, due to the nature of ablative heat shields. Explanation below: Observed Behaviour: Ablator can be transferred between heat shields. Steps to Replicate: 1. Build a craft with 2 or more heat shields. One should have less ablator. 2. Launch. 3. Open the “Resource Manager” app. 4. Try to transfer ablator, just like how fuel and other resources are transferred. The ablator should be transferred between the heat shields. No workaround to disable ablator transfer. All Evidence: https://i.imgur.com/Y5ISLMe.mp4 Included Attachments:
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: Ryzen 9 5900HS | GPU: RTX 3070 Laptop version | RAM: 16GB Severity: Medium Frequency: High in the sense I can reproduce it reliable. Low in the sense that it's not a super common situation. After a bunch of testing I *think* this is actually related to the inflatable heat shield (which already has issues) but I'm submitting this since in case investigation leads to more. I noticed that with a very specific craft build heating effects would get applied differently (harsher) after saving and loading the game. Specifically a craft would fully survive re-entry if I didn't save+load, but after saving + loading it would not survive subsequent attempts. After repeated testing and playing around the only way I was able to get it to occur was if the inflatable heat shield was used and the save was made after the decoupler under it fired. Full reproduction steps: Create a craft that's a Mk3-L wanderer, inflatable heat shield, medium decoupler, medium lox tank, and poodle engine. Attached a picture of it with the fairing off on the heat shield so you can see it to confirm. Launch it and use alt+f8 to get it into a minimum Kerbin orbit. 87500ap/pe Make a named save (e.g. 'before burn') but don't load it. Burn retrograde to get PE to ~57km. Make another named save (e.g. 'before decouple') but don't load it. Decouple. PE should be ~55km Make a third named save (e.g. 'after decouple') Point orbital retrograde but do not inflate the heat shield, just let it truck into the atmosphere. it should make it all the way through the atmo. Consistently I saw it start visual effects around 35-37k, and the heat bar at 25k that went away at 15-20k. Craft will eventually crash into Kerbin (RIP Kerbals) Load 'after decouple' save and let craft follow identical path into atmosphere. It should consistently show a heating bar in the mid 60ks and blow up in the 60-61k range. You can load 'before burn' and 'before decouple' saves and continue steps from there to see the craft behave as initially and make it through atmosphere without blowing up. As mentioned I played around with a number of different combos. The specific pod didn't seem to matter to the behavior changing, but specific behavior was different with each pod (heat points, etc.) and the specific decoupler used had similar results, although a decoupler had to be present to cause the issue. When I tried with ablative heat shields it appeared that they ablated the same amount in both scenarios although I also didn't do 100% testing on this so may be wrong which is another thing leading me to believe there's potentially a weird interaction between the inflatable heatshield and the decoupler that does away when a save is loaded after the decoupling has taken place. Included Attachments:
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB In the G-force meter shown next to crew portraits in flight, the "0" label is not at the actual zero point of the scale (it looks to be at around 1.5G instead). Steps to reproduce: Launch a new vehicle and get it into orbit. Observe the G-force meter. Expected behavior: The tip of the arrow aligns vertically with the middle of the "0" label. Observed behavior: The tip of the arrow is below the bottom of the "0" label. Included Attachments:
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th Gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: If there are multiple copies of the same craft in the same workspace in the VAB, deleting a copy of the original craft will cause the struts on the original one to dissapear. This can be archieved by merging a craft into an exiting workspace with that same craft. The craft does not have to be identical; as long as it comes from the same original workspace, it will trigger the bug. Steps To Reproduce: Connect any two parts in the VAB Place a strut and/or fuel line between the two parts Save the workspace Merge the workspace you just saved into the current workspace. This should result in 2 copies of the same craft being in the current workspace. Delete the active (merged) craft. Observe that the struts/fuel lines on the other dissapear. Note: The craft do not have to be identical. This can be verified by placing another part on the craft after Step 3, before Merging the workspaces. Alternative Reproduction: Connect any 2 parts in the VAB Place a strut and a fuel line between the two parts Pick up the craft by its root part and press CRTL-C Place the original craft back down and press CRTL-V Place the copy of the craft in the workspace Delete the copied craft. Observe that the struts and fuel lines on the original dissapear. Note: hovering over the root part and pressing CRTL-C will not trigger the bug. it has to be picked up. Video Evidence: Method 1 Method 2 Additional Information: This behaviour only seems to occur when starting from a clean workspace. Trying to perform the bug multiple times in the same workspace may cause it to not occur. Deleting the original craft will not cause the copy to lose its struts/fuel lines. Struts/fuel lines placed on a copy of a craft will also not dissapear when a copy of the copy is made and deleted, but subsequent copies made WITHOUT picking up the craft and using crtl-c ctrl-v will have those struts/fuel lines missing.
  25. Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 Loaded the craft, placed an inflatable heat shield onto an engine plate directly, extended it, and then tried to apply that same process to my boosters. I was at 3 symmetry which seemed to work normally for placing them but now none of them are retractable, being marked as retracted, but also extended (and they actually are). Included Attachments: EveLander.txt
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